As I was looking around the Nox code, I stumbled across the map generation stuff again. This time I actually took some time to understand it. Below are instructions for using Nox's built-in map generation.

First thing to understand is that the map generation requires a theme file. The complete syntax is a little verbose, but the sample theme file below gives you an idea. I will try to completely document the syntax later.

Once it is encrypted, save the theme into \mapgen\, you should load up Nox; and make sure that it is Administrator or has permissions to write to \maps\. Start a Local Network, multiplayer game, and in the console type:

Obviously, you should change the foobar part to the name of your theme file. The # is what indicates that you want to generate a map instead of loading a normal map. If everything goes smoothly, you will now be in your new map and it will have been saved in your maps folder as $foobar.

I previously thought that it was hopeless as well. But apparently I just wasn't good enough previously to understand how it works.

That said, this is not sufficient for making a good map. It could be useful though to create an initial map with doors, tiles, walls, etc., which someone could then tweak and improve in the map editor.

Once I finish the scripting stuff I'm focusing on, I'll poke at this some more.